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file Buzzmusic's levels (NEW: The Devil)

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28 Jul 2013 23:25 #361
Original and creative (like always! )

I had fun time searching for all buttons, and it was pretty hard too loved all of the challenges. My best time is 6.85s

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  • Perishingflames
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31 Jul 2013 05:04 #362
Pretty nice level. Definitely a concept level, I thought the idea of choosing the difficulty of the finish was unique. Execution could have been better though, especially due to inconsistent difficulty in the challenges. Some were really easy (the entire right side save for the random friction) but both random friction challenges were pretty hard, especially the moving platform+random friction one. That said I liked the layout of the level, good level building as usual except the center halfpipe was pretty choppy. Normally that isn't a big deal but it made it pretty annoying to get some speed going.

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31 Jul 2013 21:46 #363
Thanks for the review, PF!


Quote:My best time is 6.85s
Wow, great job!

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09 Aug 2013 18:03 #364
Nice level Buzz! I have yet to find all of the orange triggers but I'll keep trying. Keep up the good work!

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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09 Aug 2013 18:17 #365
This is really aFANTASTIC level.

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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09 Aug 2013 21:16 #366
Thank you, Ralph and Marblemaster1.

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  • Buzzmusic
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17 Aug 2013 04:07 #367
Download link: www.mediafire.com/download/ob1px1s75y1bygp/DanceBuzz.zip


Here's a new level that I didn't mention in my level idea topic because I thought it would be a cool surprise. It's called Dance! and it's all about rhythm, reflexes, and in general, moving and bouncing around in some funky ways. I hope you have fun grooving to whatever song plays as you play this level.

Gold time: 1:00.00





Apparently, a glitch may occur where the platform that knocks you up at the beginning of the level doesn't move most of the time. This is likely an engine glitch, and as far as I know, exiting the level and re-loading it can make it work. It might get annoying, but this glitch isn't guaranteed for everyone.

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17 Aug 2013 04:09 #368
Looks seriously awesome buzz, downloading right now

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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17 Aug 2013 11:49 #369
EPIC!

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17 Aug 2013 18:58 #370
This is one of the hardest levels I have ever played.

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18 Aug 2013 02:43 #371
I'm really busy ATM so can't play yet but I downloaded it and will update this post in a week or so with my impressions.

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  • Buzzmusic
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23 Aug 2013 18:52 #372
Download link: www.mediafire.com/download/7f1ask5t4g9eh...ntradictorySlope.zip


Here's a really short level that only took one morning to build. It's called Contradictory Slope; a level where a downward slope moves upward to create sort of a weird illusion. Call it rushed if you want, but it was basically all I did this morning and there really wasn't much to build. So, I hope you enjoy.

Also, I know this might sound desperate, but please try to ignore the edge-hit glitch (you'll know once you've experienced it) because I don't know of a good way to fix it and, admit it, it's actually kind of a fun glitch.

Gold time: 8 seconds

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  • Ralph
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23 Aug 2013 19:20 #373
I bet the finish is under the platform where actually is the start pad. Am I right, or it'll be some masterpiece MP schedule?

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23 Aug 2013 19:26 #374
Aw, that would've been cool. The finish pad is just 0.125 units under the start pad, so you just go back to the start pad after you get the gem. I tried to keep it simple.

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23 Aug 2013 19:55 #375
30.35

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  • Buzzmusic
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17 Sep 2013 15:25 #376
Download link: www.mediafire.com/download/5ku3uk5b458skzu/BuzzMap.zip


New surprise level called Map! Bet you can guess what's in this level from the title. It was edited Technostick style; all of it was edited in the mission file, which ironically means I didn't have to make a map file *ba dum tsh*. It's meant to be very simple, and it can be done really really fast, so if you like rolling through large areas at high speeds, maybe this level is for you. But really, you be the judge. I hope you enjoy!

Gold Time: 30 seconds

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17 Sep 2013 17:31 #377
I like this level, it's pretty creative! It was fun to follow the map and find the hidden gems. If there was one suggestion I could make though it'd be to make both the map and the playfield a bit more lively. You have to admit it's pretty dull to look at, maybe if you ever make a second version of this level add some landmarks to both the map and field like trees or rocks? Like the map would show you go 3 spaces left of the big tree for example.

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17 Sep 2013 17:55 #378
Thank you! Always glad to read your responses. I thought landmarks might make the level too easy, but maybe that could work if the level was much bigger.

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27 Sep 2013 00:51 #379
Download link: www.mediafire.com/download/qu6bn9hiz2055j6/DiamondTerritory.zip


Here's a new level called Diamond Territory! What originally was going to be a multiplayer style level ended up being more of a Leaf-ish level with some multiplayer elements, and of course, some of my own level building style in there as well. Special thanks to Threefolder and Emil for testing, Perishingflames for the skybox, and ChaosUnown for the red texture that acts as a new and very strange type of floor. I hope you enjoy!

Platinum Time: 5:00.00
Ultimate Time: 4:00.00

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27 Sep 2013 02:51 #380
nice level it definitely looks interesting! what is the skybox itself called?

i have a flickr

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27 Sep 2013 03:06 #381
Thanks. The skybox, made by Perishingflames, is called Sparkling Blue.

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  • ChaosUnown
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27 Sep 2013 04:21 #382
Well I managed to finish it after about 11 minutes. I love this level, but I wish it was a little less time consuming, haha. I like what you've done with my lava tiles too, it's like the chevron platforms but substantially better because you can actually control yourself on it.

At first the level design gave me a hard time because I thought if I fell it'd be all over, but what you did absolutely right was add an instant teleport back to the start pad should you mess up. THAT, is something that helps justify the difficulty of the level, because if there wasn't anything below to save you the level would have been a lot more frustrating and jarring.

Aside from how lengthy (and somewhat laggy) the level is, I really enjoyed traversing all over this level. Very nice job.

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27 Sep 2013 04:45 #383
Thank you very much, ChaosUnown!

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  • Ralph
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27 Sep 2013 19:39 #384
I paused the game at 10:45.47. I still have 10 gems to find. This level is huge but awesome! Nice job building this ultimate playground!

Edit : Level finished in 13:33.74 seconds.

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27 Sep 2013 22:19 #385
My top time is 6:49.81.
EDIT: 5:51.65

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!

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  • Buzzmusic
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03 Oct 2013 14:44 #386
Download link: www.mediafire.com/download/ai1t13bpuasqbou/LackOfControl.zip

Ok, I should probably get banned for this one.

Here's my latest level, Lack of Control! We've all played levels with no jumping and even levels with no platforms. This one is a bit different. Special thanks to Jeff for the code. Enjoy.
Also, fun fact: This is my first level to begin with the letter L. Interesting.

Platinum time: 1:00.00
Ultimate time: 50.00

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03 Oct 2013 16:30 #387
A uniquely insane level indeed. Good job with the idea.

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  • Ralph
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03 Oct 2013 18:50 #388
Nice job, Buzz! I'll test it.

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03 Oct 2013 21:07 #389
Nice level you got there, will download SOOn. And no problem, my pleasure for the code c:

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03 Oct 2013 21:38 #390
I don't think you deserve to be banned for it, but I honestly feel like this is not a very good level, haha. It was an interesting experiment but I don't think it was delivered very well. The problem is that some of the actions are expected to be extremely precise, and if your marble doesn't land exactly where it needs to then you have no way of progressing and have to restart. I think a lot of frustration could be eliminated if you made the level design a lot more flexible, but as it is right now I don't think I can bring myself to try and finish it.

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